September 1940, month end review
Month end review
So ends the months of September so it is time for a review. Simply looking back across the last few weeks of fighting it is apparent that the majority of ground and air units I encounter are 1 generation behind mine giving me a significant advantage. At sea the situation is a little different, whilst many navies are dominated by older ships and everyone has a bit of a mixture the US fleet is clearly becoming filled with ships every bit as modern as mine. Due to the benefits of gearing I am unlikely to break my long production runs of ships any time soon and they cannot be upgraded. This means that I can expect to be fighting the naval war on an equal footing at best in about 6 months time. For now I must make the best of my land and air advantage.
Global Force Survey (obtained by cheating)
Now I believe it is reasonable at this point, for the sake of clarity, to take a quick snapshot of the statistics pages in cheat mode just so the audience can understand what I am up against. I have only looked at the statistics pages before returning to normal mode.
Land Forces
I already have a pretty fair idea what is out there but this list makes sorry reading.
September 1940 Land 1
September 1940 Land 2
What this boils down to is that I have 295 divisions whilst the rest of the world (which is what I get to call the enemy now) has 2861 divisions. This represents a near 10:1 superiority in ground forces which I would claim is fairly good odds for the AI. Bearing in mind that only 236 of them are the rather useless militia divisions I reckon I am going to have my work cut out dealing with this lot even before we consider potential manpower income.
The only area where I have any advantage is in mobile troops. I have twice as many motorised and armoured divisions as the rest of the world put together. This count is, however, going to remain rather static whilst I suspect the world will be building significantly more of both. The enemy has massive superiority in every other category including all the other types of specialised division.
I also probably gain some ground on brigade provision. My army is all very heavily brigaded whilst the AI’s forces will not be. I could also suggest that they have a lot of useless brigades but my mods to the brigade values actually mean that the full range of brigades are at least moderately useful which should help restore some parity.
Production Capacity
Below are notes on world industrial capacity
Mine =
579 IC &
2.64 manpower per day
America - Total 2266 IC
USA 1232 IC
Canada 214 IC
Brazil 268 IC (remember the super Brazil mod done earlier)
Rest 552 IC
Africa - Total 100 IC
Europe - Total 369 IC (including 154 for UK which is mostly elsewhere)
Comintern - Total 681 IC
Asia - Total 1338
Anzacs 301 IC
Petal Throne (Japan-China) 765 IC
Rest 272 IC
Grand Total = 4754
Which only outnumbers me 8.2:1
Manpower – who knows but I bet it is a lot. I am quite sure that the rest of the world is managing a lot better than a 10:1 ratio in manpower income. In truth I suspect they are getting at least 20:1 and more probably around 30:1. I am now more or less limited to building premium class units but the enemy can turn out a lot more infantry divisions.
It is worth some commentary on enemy production by just pointing out that the USA can be launching one capital ship every 6 days (BB or CV) if they focus 20% of the production in that area. The US gets cheap units due to their slider settings (in the same way that I do) and is a real production powerhouse. What this means is that at the current rate of naval losses (eg the USA has lost no capital ships yet) if I face off with them in 12 months time they should have about 60 more capital ships (at least). I might have another 14 CVs (I counted those falling in the next 12 months) and this is close to my current annual production rate.
Naval Forces
Naval forces make interesting reading as there is again a serious imbalance between the two sides. Unlike land forces I have no superiority in my chosen principal unit type with the world having 72 CVs against my 22. The only area where I am close to parity is in submarines and they are at best a secondary unit. They will never be able to challenge enemy naval power but they can provide reconnaissance and be a severe inhibition on enemy overseas operations. The more concerning issue is just how many BBs and CAs the enemy is fielding. Not only am I unable to match their numbers (3 CAs and a BC don’t go far) but I can’t imagine how long it will take my CVs to sink them even if they all came out to fight. It will also only take one successful closing action by an enemy SAG (Surface Action Group) to cause a disaster to my CV force. Over all I think the naval war should prove an interesting and durable challenge.
Air Forces
This is the one area where I have an advantage and also an area where I intend to maintain my advantage. Put together the rest of the world outnumbers me but I think it is realistic to suggest my air force is adequate for taking on the rest of the world all at once. It is the one area where I perhaps don’t need to worry too much. The main issue is going to be org recovery to project my air power where it is needed.
As an aside, I would just like to say that I am now regretting the fact that I selected interceptors as my main fighter type. They are more cost effective for air combat than fighters and a better investment if air combat is critical but events have shown that this has not been the case. The longer range of fighters would have allowed better org conservation and they would have been genuinely useful in the surface attack role. If I were to play this “scenario” again then I would definitely switch to pure fighter development.